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Fix crash when using +map on cmdline by starting video before parsing configs
[xonotic/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30 #include "cdaudio.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {CVAR_CLIENT | CVAR_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_CLIENT | CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_CLIENT | CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t csqc_usedemoprogs = {CVAR_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CVAR_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
40
41 cvar_t cl_shownet = {CVAR_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
42 cvar_t cl_nolerp = {CVAR_CLIENT, "cl_nolerp", "0","network update smoothing"};
43 cvar_t cl_lerpexcess = {CVAR_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
44 cvar_t cl_lerpanim_maxdelta_server = {CVAR_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
45 cvar_t cl_lerpanim_maxdelta_framegroups = {CVAR_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
46
47 cvar_t cl_itembobheight = {CVAR_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
48 cvar_t cl_itembobspeed = {CVAR_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
49
50 cvar_t lookspring = {CVAR_CLIENT | CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
51 cvar_t lookstrafe = {CVAR_CLIENT | CVAR_SAVE, "lookstrafe","0","move instead of turning"};
52 cvar_t sensitivity = {CVAR_CLIENT | CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
53
54 cvar_t m_pitch = {CVAR_CLIENT | CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
55 cvar_t m_yaw = {CVAR_CLIENT | CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
56 cvar_t m_forward = {CVAR_CLIENT | CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
57 cvar_t m_side = {CVAR_CLIENT | CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
58
59 cvar_t freelook = {CVAR_CLIENT | CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
60
61 cvar_t cl_autodemo = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
62 cvar_t cl_autodemo_nameformat = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
63 cvar_t cl_autodemo_delete = {CVAR_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
64
65 cvar_t r_draweffects = {CVAR_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
66
67 cvar_t cl_explosions_alpha_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
68 cvar_t cl_explosions_alpha_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_size_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
70 cvar_t cl_explosions_size_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
71 cvar_t cl_explosions_lifetime = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
72
73 cvar_t cl_stainmaps = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
74 cvar_t cl_stainmaps_clearonload = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
75
76 cvar_t cl_beams_polygons = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
77 cvar_t cl_beams_quakepositionhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
78 cvar_t cl_beams_instantaimhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
79 cvar_t cl_beams_lightatend = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
80
81 cvar_t cl_deathfade = {CVAR_CLIENT | CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
82
83 cvar_t cl_noplayershadow = {CVAR_CLIENT | CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
84
85 cvar_t cl_dlights_decayradius = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
86 cvar_t cl_dlights_decaybrightness = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
87
88 cvar_t qport = {CVAR_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
89
90 cvar_t cl_prydoncursor = {CVAR_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
91 cvar_t cl_prydoncursor_notrace = {CVAR_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
92
93 cvar_t cl_deathnoviewmodel = {CVAR_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
94
95 cvar_t cl_locs_enable = {CVAR_CLIENT | CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
96 cvar_t cl_locs_show = {CVAR_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
97
98 client_static_t cls;
99 client_state_t  cl;
100
101 /*
102 =====================
103 CL_ClearState
104
105 =====================
106 */
107 void CL_ClearState(void)
108 {
109         int i;
110         entity_t *ent;
111
112         CL_VM_ShutDown();
113
114 // wipe the entire cl structure
115         Mem_EmptyPool(cls.levelmempool);
116         memset (&cl, 0, sizeof(cl));
117
118         S_StopAllSounds();
119
120         // reset the view zoom interpolation
121         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
122         cl.sensitivityscale = 1.0f;
123
124         // enable rendering of the world and such
125         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
126         cl.csqc_vidvars.drawenginesbar = true;
127         cl.csqc_vidvars.drawcrosshair = true;
128
129         // set up the float version of the stats array for easier access to float stats
130         cl.statsf = (float *)cl.stats;
131
132         cl.num_entities = 0;
133         cl.num_static_entities = 0;
134         cl.num_brushmodel_entities = 0;
135
136         // tweak these if the game runs out
137         cl.max_csqcrenderentities = 0;
138         cl.max_entities = MAX_ENITIES_INITIAL;
139         cl.max_static_entities = MAX_STATICENTITIES;
140         cl.max_effects = MAX_EFFECTS;
141         cl.max_beams = MAX_BEAMS;
142         cl.max_dlights = MAX_DLIGHTS;
143         cl.max_lightstyle = MAX_LIGHTSTYLES;
144         cl.max_brushmodel_entities = MAX_EDICTS;
145         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
146         cl.max_showlmps = 0;
147
148         cl.num_dlights = 0;
149         cl.num_effects = 0;
150         cl.num_beams = 0;
151
152         cl.csqcrenderentities = NULL;
153         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
154         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
155         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
156         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
157         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
158         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
159         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
160         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
161         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
162         cl.showlmps = NULL;
163
164         // LadyHavoc: have to set up the baseline info for alpha and other stuff
165         for (i = 0;i < cl.max_entities;i++)
166         {
167                 cl.entities[i].state_baseline = defaultstate;
168                 cl.entities[i].state_previous = defaultstate;
169                 cl.entities[i].state_current = defaultstate;
170         }
171
172         if (IS_NEXUIZ_DERIVED(gamemode))
173         {
174                 VectorSet(cl.playerstandmins, -16, -16, -24);
175                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
176                 VectorSet(cl.playercrouchmins, -16, -16, -24);
177                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
178         }
179         else
180         {
181                 VectorSet(cl.playerstandmins, -16, -16, -24);
182                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
183                 VectorSet(cl.playercrouchmins, -16, -16, -24);
184                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
185         }
186
187         // disable until we get textures for it
188         R_ResetSkyBox();
189
190         ent = &cl.entities[0];
191         // entire entity array was cleared, so just fill in a few fields
192         ent->state_current.active = true;
193         ent->render.model = cl.worldmodel = NULL; // no world model yet
194         ent->render.alpha = 1;
195         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
196         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
197         ent->render.allowdecals = true;
198         CL_UpdateRenderEntity(&ent->render);
199
200         // noclip is turned off at start
201         noclip_anglehack = false;
202
203         // mark all frames invalid for delta
204         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
205
206         // set bestweapon data back to Quake data
207         IN_BestWeapon_ResetData();
208
209         CL_Screen_NewMap();
210 }
211
212 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
213 {
214         int i;
215         qboolean fail = false;
216         char vabuf[1024];
217         if (!allowstarkey && key[0] == '*')
218                 fail = true;
219         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
220                 fail = true;
221         for (i = 0;key[i];i++)
222                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
223                         fail = true;
224         for (i = 0;value[i];i++)
225                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
226                         fail = true;
227         if (fail)
228         {
229                 if (!quiet)
230                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
231                 return;
232         }
233         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
234         if (cls.state == ca_connected && cls.netcon)
235         {
236                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
237                 {
238                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
239                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
240                 }
241                 else if (!strcasecmp(key, "name"))
242                 {
243                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
245                 }
246                 else if (!strcasecmp(key, "playermodel"))
247                 {
248                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
249                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
250                 }
251                 else if (!strcasecmp(key, "playerskin"))
252                 {
253                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
254                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
255                 }
256                 else if (!strcasecmp(key, "topcolor"))
257                 {
258                         // don't send anything, the combined color code will be updated manually
259                 }
260                 else if (!strcasecmp(key, "bottomcolor"))
261                 {
262                         // don't send anything, the combined color code will be updated manually
263                 }
264                 else if (!strcasecmp(key, "rate"))
265                 {
266                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
267                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
268                 }
269                 else if (!strcasecmp(key, "rate_burstsize"))
270                 {
271                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
272                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
273                 }
274         }
275 }
276
277 void CL_ExpandEntities(int num)
278 {
279         int i, oldmaxentities;
280         entity_t *oldentities;
281         if (num >= cl.max_entities)
282         {
283                 if (!cl.entities)
284                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
285                 if (num >= MAX_EDICTS)
286                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
287                 oldmaxentities = cl.max_entities;
288                 oldentities = cl.entities;
289                 cl.max_entities = (num & ~255) + 256;
290                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
291                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
292                 Mem_Free(oldentities);
293                 for (i = oldmaxentities;i < cl.max_entities;i++)
294                 {
295                         cl.entities[i].state_baseline = defaultstate;
296                         cl.entities[i].state_previous = defaultstate;
297                         cl.entities[i].state_current = defaultstate;
298                 }
299         }
300 }
301
302 void CL_ExpandCSQCRenderEntities(int num)
303 {
304         int i;
305         int oldmaxcsqcrenderentities;
306         entity_render_t *oldcsqcrenderentities;
307         if (num >= cl.max_csqcrenderentities)
308         {
309                 if (num >= MAX_EDICTS)
310                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
311                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
312                 oldcsqcrenderentities = cl.csqcrenderentities;
313                 cl.max_csqcrenderentities = (num & ~255) + 256;
314                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
315                 if (oldcsqcrenderentities)
316                 {
317                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
318                         for (i = 0;i < r_refdef.scene.numentities;i++)
319                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
320                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
321                         Mem_Free(oldcsqcrenderentities);
322                 }
323         }
324 }
325
326 /*
327 =====================
328 CL_Disconnect
329
330 Sends a disconnect message to the server
331 This is also called on Host_Error, so it shouldn't cause any errors
332 =====================
333 */
334 void CL_Disconnect(void)
335 {
336         if (cls.state == ca_dedicated)
337                 return;
338
339         if (COM_CheckParm("-profilegameonly"))
340                 Sys_AllowProfiling(false);
341
342         Curl_Clear_forthismap();
343
344         Con_DPrintf("CL_Disconnect\n");
345
346     Cvar_SetValueQuick(&csqc_progcrc, -1);
347         Cvar_SetValueQuick(&csqc_progsize, -1);
348         CL_VM_ShutDown();
349 // stop sounds (especially looping!)
350         S_StopAllSounds ();
351
352         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
353
354         // clear contents blends
355         cl.cshifts[0].percent = 0;
356         cl.cshifts[1].percent = 0;
357         cl.cshifts[2].percent = 0;
358         cl.cshifts[3].percent = 0;
359
360         cl.worldmodel = NULL;
361
362         CL_Parse_ErrorCleanUp();
363
364         if (cls.demoplayback)
365                 CL_StopPlayback();
366         else if (cls.netcon)
367         {
368                 sizebuf_t buf;
369                 unsigned char bufdata[8];
370                 if (cls.demorecording)
371                         CL_Stop_f(&cmd_client);
372
373                 // send disconnect message 3 times to improve chances of server
374                 // receiving it (but it still fails sometimes)
375                 memset(&buf, 0, sizeof(buf));
376                 buf.data = bufdata;
377                 buf.maxsize = sizeof(bufdata);
378                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
379                 {
380                         Con_DPrint("Sending drop command\n");
381                         MSG_WriteByte(&buf, qw_clc_stringcmd);
382                         MSG_WriteString(&buf, "drop");
383                 }
384                 else
385                 {
386                         Con_DPrint("Sending clc_disconnect\n");
387                         MSG_WriteByte(&buf, clc_disconnect);
388                 }
389                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
390                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
391                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
392                 NetConn_Close(cls.netcon);
393                 cls.netcon = NULL;
394                 Con_Printf("Disconnected\n");
395         }
396         cls.state = ca_disconnected;
397         cl.islocalgame = false;
398
399         cls.demoplayback = cls.timedemo = false;
400         cls.signon = 0;
401
402         // If we're dropped mid-connection attempt, it won't clear otherwise.
403         SCR_ClearLoadingScreen(false);
404 }
405
406 void CL_Disconnect_f(cmd_state_t *cmd)
407 {
408         CL_Disconnect ();
409         if (sv.active)
410                 Host_ShutdownServer ();
411 }
412
413
414
415
416 /*
417 =====================
418 CL_EstablishConnection
419
420 Host should be either "local" or a net address
421 =====================
422 */
423 void CL_EstablishConnection(const char *host, int firstarg)
424 {
425         if (cls.state == ca_dedicated)
426                 return;
427
428         // don't connect to a server if we're benchmarking a demo
429         if (COM_CheckParm("-benchmark"))
430                 return;
431
432         // clear menu's connect error message
433 #ifdef CONFIG_MENU
434         M_Update_Return_Reason("");
435 #endif
436
437         // Disconnect from the current server, or stop a running demo.
438         CL_Disconnect();
439
440         // make sure the client ports are open before attempting to connect
441         NetConn_UpdateSockets();
442
443         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
444         {
445                 cls.connect_trying = true;
446                 cls.connect_remainingtries = 3;
447                 cls.connect_nextsendtime = 0;
448
449                 // only NOW, set connect_userinfo
450                 if(firstarg >= 0)
451                 {
452                         int i;
453                         *cls.connect_userinfo = 0;
454                         for(i = firstarg; i+2 <= Cmd_Argc(&cmd_client); i += 2)
455                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(&cmd_client, i), Cmd_Argv(&cmd_client, i+1));
456                 }
457                 else if(firstarg < -1)
458                 {
459                         // -1: keep as is (reconnect)
460                         // -2: clear
461                         *cls.connect_userinfo = 0;
462                 }
463
464 #ifdef CONFIG_MENU
465                 M_Update_Return_Reason("Trying to connect...");
466 #endif
467         }
468         else
469         {
470                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
471 #ifdef CONFIG_MENU
472                 M_Update_Return_Reason("No network");
473 #endif
474         }
475 }
476
477 /*
478 ==============
479 CL_PrintEntities_f
480 ==============
481 */
482 static void CL_PrintEntities_f(cmd_state_t *cmd)
483 {
484         entity_t *ent;
485         int i;
486
487         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
488         {
489                 const char* modelname;
490
491                 if (!ent->state_current.active)
492                         continue;
493
494                 if (ent->render.model)
495                         modelname = ent->render.model->name;
496                 else
497                         modelname = "--no model--";
498                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
499         }
500 }
501
502 /*
503 ===============
504 CL_ModelIndexList_f
505
506 List information on all models in the client modelindex
507 ===============
508 */
509 static void CL_ModelIndexList_f(cmd_state_t *cmd)
510 {
511         int i;
512         dp_model_t *model;
513
514         // Print Header
515         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
516
517         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
518         {
519                 model = CL_GetModelByIndex(i);
520                 if (!model)
521                         continue;
522                 if(model->loaded || i == 1)
523                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
524                 else
525                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
526                 i++;
527         }
528 }
529
530 /*
531 ===============
532 CL_SoundIndexList_f
533
534 List all sounds in the client soundindex
535 ===============
536 */
537 static void CL_SoundIndexList_f(cmd_state_t *cmd)
538 {
539         int i = 1;
540
541         while(cl.sound_precache[i] && i != MAX_SOUNDS)
542         { // Valid Sound
543                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
544                 i++;
545         }
546 }
547
548 /*
549 ===============
550 CL_UpdateRenderEntity
551
552 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
553 ===============
554 */
555 void CL_UpdateRenderEntity(entity_render_t *ent)
556 {
557         vec3_t org;
558         vec_t scale;
559         dp_model_t *model = ent->model;
560         // update the inverse matrix for the renderer
561         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
562         // update the animation blend state
563         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
564         // we need the matrix origin to center the box
565         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
566         // update entity->render.scale because the renderer needs it
567         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
568         if (model)
569         {
570                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
571 #ifdef MATRIX4x4_OPENGLORIENTATION
572                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
573 #else
574                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
575 #endif
576                 {
577                         // pitch or roll
578                         VectorMA(org, scale, model->rotatedmins, ent->mins);
579                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
580                 }
581 #ifdef MATRIX4x4_OPENGLORIENTATION
582                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
583 #else
584                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
585 #endif
586                 {
587                         // yaw
588                         VectorMA(org, scale, model->yawmins, ent->mins);
589                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
590                 }
591                 else
592                 {
593                         VectorMA(org, scale, model->normalmins, ent->mins);
594                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
595                 }
596         }
597         else
598         {
599                 ent->mins[0] = org[0] - 16;
600                 ent->mins[1] = org[1] - 16;
601                 ent->mins[2] = org[2] - 16;
602                 ent->maxs[0] = org[0] + 16;
603                 ent->maxs[1] = org[1] + 16;
604                 ent->maxs[2] = org[2] + 16;
605         }
606 }
607
608 /*
609 ===============
610 CL_LerpPoint
611
612 Determines the fraction between the last two messages that the objects
613 should be put at.
614 ===============
615 */
616 static float CL_LerpPoint(void)
617 {
618         float f;
619
620         if (cl_nettimesyncboundmode.integer == 1)
621                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
622
623         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
624         if (cl.mtime[0] <= cl.mtime[1])
625         {
626                 cl.time = cl.mtime[0];
627                 return 1;
628         }
629
630         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
631         return bound(0, f, 1 + cl_lerpexcess.value);
632 }
633
634 void CL_ClearTempEntities (void)
635 {
636         r_refdef.scene.numtempentities = 0;
637         // grow tempentities buffer on request
638         if (r_refdef.scene.expandtempentities)
639         {
640                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
641                 r_refdef.scene.maxtempentities *= 2;
642                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
643                 r_refdef.scene.expandtempentities = false;
644         }
645 }
646
647 entity_render_t *CL_NewTempEntity(double shadertime)
648 {
649         entity_render_t *render;
650
651         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
652                 return NULL;
653         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
654         {
655                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
656                 return NULL;
657         }
658         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
659         memset (render, 0, sizeof(*render));
660         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
661
662         render->shadertime = shadertime;
663         render->alpha = 1;
664         VectorSet(render->colormod, 1, 1, 1);
665         VectorSet(render->glowmod, 1, 1, 1);
666         return render;
667 }
668
669 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
670 {
671         int i;
672         cl_effect_t *e;
673         if (!modelindex) // sanity check
674                 return;
675         if (framerate < 1)
676         {
677                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
678                 return;
679         }
680         if (framecount < 1)
681         {
682                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
683                 return;
684         }
685         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
686         {
687                 if (e->active)
688                         continue;
689                 e->active = true;
690                 VectorCopy(org, e->origin);
691                 e->modelindex = modelindex;
692                 e->starttime = cl.time;
693                 e->startframe = startframe;
694                 e->endframe = startframe + framecount;
695                 e->framerate = framerate;
696
697                 e->frame = 0;
698                 e->frame1time = cl.time;
699                 e->frame2time = cl.time;
700                 cl.num_effects = max(cl.num_effects, i + 1);
701                 break;
702         }
703 }
704
705 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
706 {
707         int i;
708         dlight_t *dl;
709
710 // then look for anything else
711         dl = cl.dlights;
712         for (i = 0;i < cl.max_dlights;i++, dl++)
713                 if (!dl->radius)
714                         break;
715
716         // unable to find one
717         if (i == cl.max_dlights)
718                 return;
719
720         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
721         memset (dl, 0, sizeof(*dl));
722         cl.num_dlights = max(cl.num_dlights, i + 1);
723         Matrix4x4_Normalize(&dl->matrix, matrix);
724         dl->ent = ent;
725         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
726         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
727         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
728         dl->radius = radius;
729         dl->color[0] = red;
730         dl->color[1] = green;
731         dl->color[2] = blue;
732         dl->initialradius = radius;
733         dl->initialcolor[0] = red;
734         dl->initialcolor[1] = green;
735         dl->initialcolor[2] = blue;
736         dl->decay = decay / radius; // changed decay to be a percentage decrease
737         dl->intensity = 1; // this is what gets decayed
738         if (lifetime)
739                 dl->die = cl.time + lifetime;
740         else
741                 dl->die = 0;
742         if (cubemapnum > 0)
743                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
744         else
745                 dl->cubemapname[0] = 0;
746         dl->style = style;
747         dl->shadow = shadowenable;
748         dl->corona = corona;
749         dl->flags = flags;
750         dl->coronasizescale = coronasizescale;
751         dl->ambientscale = ambientscale;
752         dl->diffusescale = diffusescale;
753         dl->specularscale = specularscale;
754 }
755
756 static void CL_DecayLightFlashes(void)
757 {
758         int i, oldmax;
759         dlight_t *dl;
760         float time;
761
762         time = bound(0, cl.time - cl.oldtime, 0.1);
763         oldmax = cl.num_dlights;
764         cl.num_dlights = 0;
765         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
766         {
767                 if (dl->radius)
768                 {
769                         dl->intensity -= time * dl->decay;
770                         if (cl.time < dl->die && dl->intensity > 0)
771                         {
772                                 if (cl_dlights_decayradius.integer)
773                                         dl->radius = dl->initialradius * dl->intensity;
774                                 else
775                                         dl->radius = dl->initialradius;
776                                 if (cl_dlights_decaybrightness.integer)
777                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
778                                 else
779                                         VectorCopy(dl->initialcolor, dl->color);
780                                 cl.num_dlights = i + 1;
781                         }
782                         else
783                                 dl->radius = 0;
784                 }
785         }
786 }
787
788 // called before entity relinking
789 void CL_RelinkLightFlashes(void)
790 {
791         int i, j, k, l;
792         dlight_t *dl;
793         float frac, f;
794         matrix4x4_t tempmatrix;
795
796         if (r_dynamic.integer)
797         {
798                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
799                 {
800                         if (dl->radius)
801                         {
802                                 tempmatrix = dl->matrix;
803                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
804                                 // we need the corona fading to be persistent
805                                 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
806                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
807                         }
808                 }
809         }
810
811         if (!cl.lightstyle)
812         {
813                 for (j = 0;j < cl.max_lightstyle;j++)
814                 {
815                         r_refdef.scene.rtlightstylevalue[j] = 1;
816                         r_refdef.scene.lightstylevalue[j] = 256;
817                 }
818                 return;
819         }
820
821 // light animations
822 // 'm' is normal light, 'a' is no light, 'z' is double bright
823         f = cl.time * 10;
824         i = (int)floor(f);
825         frac = f - i;
826         for (j = 0;j < cl.max_lightstyle;j++)
827         {
828                 if (!cl.lightstyle[j].length)
829                 {
830                         r_refdef.scene.rtlightstylevalue[j] = 1;
831                         r_refdef.scene.lightstylevalue[j] = 256;
832                         continue;
833                 }
834                 // static lightstyle "=value"
835                 if (cl.lightstyle[j].map[0] == '=')
836                 {
837                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
838                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
839                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
840                         continue;
841                 }
842                 k = i % cl.lightstyle[j].length;
843                 l = (i-1) % cl.lightstyle[j].length;
844                 k = cl.lightstyle[j].map[k] - 'a';
845                 l = cl.lightstyle[j].map[l] - 'a';
846                 // rtlightstylevalue is always interpolated because it has no bad
847                 // consequences for performance
848                 // lightstylevalue is subject to a cvar for performance reasons;
849                 // skipping lightmap updates on most rendered frames substantially
850                 // improves framerates (but makes light fades look bad)
851                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
852                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
853         }
854 }
855
856 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
857 {
858         int frame = player->render.framegroupblend[0].frame;
859         float f;
860         entity_render_t *flagrender;
861         matrix4x4_t flagmatrix;
862
863         // this code taken from QuakeWorld
864         f = 14;
865         if (frame >= 29 && frame <= 40)
866         {
867                 if (frame >= 29 && frame <= 34)
868                 { //axpain
869                         if      (frame == 29) f = f + 2;
870                         else if (frame == 30) f = f + 8;
871                         else if (frame == 31) f = f + 12;
872                         else if (frame == 32) f = f + 11;
873                         else if (frame == 33) f = f + 10;
874                         else if (frame == 34) f = f + 4;
875                 }
876                 else if (frame >= 35 && frame <= 40)
877                 { // pain
878                         if      (frame == 35) f = f + 2;
879                         else if (frame == 36) f = f + 10;
880                         else if (frame == 37) f = f + 10;
881                         else if (frame == 38) f = f + 8;
882                         else if (frame == 39) f = f + 4;
883                         else if (frame == 40) f = f + 2;
884                 }
885         }
886         else if (frame >= 103 && frame <= 118)
887         {
888                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
889                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
890                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
891                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
892         }
893         // end of code taken from QuakeWorld
894
895         flagrender = CL_NewTempEntity(player->render.shadertime);
896         if (!flagrender)
897                 return;
898
899         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
900         flagrender->skinnum = skin;
901         flagrender->alpha = 1;
902         VectorSet(flagrender->colormod, 1, 1, 1);
903         VectorSet(flagrender->glowmod, 1, 1, 1);
904         // attach the flag to the player matrix
905         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
906         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
907         CL_UpdateRenderEntity(flagrender);
908 }
909
910 matrix4x4_t viewmodelmatrix_withbob;
911 matrix4x4_t viewmodelmatrix_nobob;
912
913 static const vec3_t muzzleflashorigin = {18, 0, 0};
914
915 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
916 {
917         const unsigned char *cbcolor;
918         if (colormap >= 0)
919         {
920                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
921                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
922                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
923                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
924         }
925         else
926         {
927                 VectorClear(ent->colormap_pantscolor);
928                 VectorClear(ent->colormap_shirtcolor);
929         }
930 }
931
932 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
933 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
934 {
935         const matrix4x4_t *matrix;
936         matrix4x4_t blendmatrix, tempmatrix, matrix2;
937         int frame;
938         vec_t origin[3], angles[3], lerp;
939         entity_t *t;
940         entity_render_t *r;
941         //entity_persistent_t *p = &e->persistent;
942         //entity_render_t *r = &e->render;
943         // skip inactive entities and world
944         if (!e->state_current.active || e == cl.entities)
945                 return;
946         if (recursionlimit < 1)
947                 return;
948         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
949         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
950         e->render.flags = e->state_current.flags;
951         e->render.effects = e->state_current.effects;
952         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
953         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
954         if(e >= cl.entities && e < cl.entities + cl.num_entities)
955                 e->render.entitynumber = e - cl.entities;
956         else
957                 e->render.entitynumber = 0;
958         if (e->state_current.flags & RENDER_COLORMAPPED)
959                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
960         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
961                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
962         else
963                 CL_SetEntityColormapColors(&e->render, -1);
964         e->render.skinnum = e->state_current.skin;
965         if (e->state_current.tagentity)
966         {
967                 // attached entity (gun held in player model's hand, etc)
968                 // if the tag entity is currently impossible, skip it
969                 if (e->state_current.tagentity >= cl.num_entities)
970                         return;
971                 t = cl.entities + e->state_current.tagentity;
972                 // if the tag entity is inactive, skip it
973                 if (t->state_current.active)
974                 {
975                         // update the parent first
976                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
977                         r = &t->render;
978                 }
979                 else
980                 {
981                         // it may still be a CSQC entity... trying to use its
982                         // info from last render frame (better than nothing)
983                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
984                                 return;
985                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
986                         if(!r->entitynumber)
987                                 return; // neither CSQC nor legacy entity... can't attach
988                 }
989                 // make relative to the entity
990                 matrix = &r->matrix;
991                 // some properties of the tag entity carry over
992                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
993                 // if a valid tagindex is used, make it relative to that tag instead
994                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
995                 {
996                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
997                         {
998                                 // concat the tag matrices onto the entity matrix
999                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1000                                 // use the constructed tag matrix
1001                                 matrix = &tempmatrix;
1002                         }
1003                 }
1004         }
1005         else if (e->render.flags & RENDER_VIEWMODEL)
1006         {
1007                 // view-relative entity (guns and such)
1008                 if (e->render.effects & EF_NOGUNBOB)
1009                         matrix = &viewmodelmatrix_nobob; // really attached to view
1010                 else
1011                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1012         }
1013         else
1014         {
1015                 // world-relative entity (the normal kind)
1016                 matrix = &identitymatrix;
1017         }
1018
1019         // movement lerp
1020         // if it's the predicted player entity, update according to client movement
1021         // but don't lerp if going through a teleporter as it causes a bad lerp
1022         // also don't use the predicted location if fixangle was set on both of
1023         // the most recent server messages, as that cause means you are spectating
1024         // someone or watching a cutscene of some sort
1025         if (cl_nolerp.integer || cls.timedemo)
1026                 interpolate = false;
1027         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1028         {
1029                 VectorCopy(cl.movement_origin, origin);
1030                 VectorSet(angles, 0, cl.viewangles[1], 0);
1031         }
1032         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1033         {
1034                 // interpolate the origin and angles
1035                 lerp = max(0, lerp);
1036                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1037 #if 0
1038                 // this fails at the singularity of euler angles
1039                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1040                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1041                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1042                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1043                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1044 #else
1045                 {
1046                         vec3_t f0, u0, f1, u1;
1047                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1048                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1049                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1050                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1051                         AnglesFromVectors(angles, f0, u0, false);
1052                 }
1053 #endif
1054         }
1055         else
1056         {
1057                 // no interpolation
1058                 VectorCopy(e->persistent.neworigin, origin);
1059                 VectorCopy(e->persistent.newangles, angles);
1060         }
1061
1062         // model setup and some modelflags
1063         frame = e->state_current.frame;
1064         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1065         if (e->render.model)
1066         {
1067                 if (e->render.skinnum >= e->render.model->numskins)
1068                         e->render.skinnum = 0;
1069                 if (frame >= e->render.model->numframes)
1070                         frame = 0;
1071                 // models can set flags such as EF_ROCKET
1072                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1073                 if (!(e->render.effects & 0xFF800000))
1074                         e->render.effects |= e->render.model->effects;
1075                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1076                 if (e->render.model->type == mod_alias)
1077                         angles[0] = -angles[0];
1078                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1079                 {
1080                         VectorScale(e->render.colormod, 2, e->render.colormod);
1081                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1082                 }
1083         }
1084         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1085         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1086                 angles[0] = -angles[0];
1087                 // NOTE: this must be synced to SV_GetPitchSign!
1088
1089         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1090         {
1091                 angles[1] = ANGLEMOD(100*cl.time);
1092                 if (cl_itembobheight.value)
1093                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1094         }
1095
1096         // animation lerp
1097         e->render.skeleton = NULL;
1098         if (e->render.flags & RENDER_COMPLEXANIMATION)
1099         {
1100                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1101                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1102                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1103                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1104                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1105                         e->render.skeleton = &e->state_current.skeletonobject;
1106         }
1107         else if (e->render.framegroupblend[0].frame == frame)
1108         {
1109                 // update frame lerp fraction
1110                 e->render.framegroupblend[0].lerp = 1;
1111                 e->render.framegroupblend[1].lerp = 0;
1112                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1113                 {
1114                         // make sure frame lerp won't last longer than 100ms
1115                         // (this mainly helps with models that use framegroups and
1116                         // switch between them infrequently)
1117                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1118                         if(e->render.model)
1119                         if(e->render.model->animscenes)
1120                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1121                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1122                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1123                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1124                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1125                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1126                 }
1127         }
1128         else
1129         {
1130                 // begin a new frame lerp
1131                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1132                 e->render.framegroupblend[1].lerp = 1;
1133                 e->render.framegroupblend[0].frame = frame;
1134                 e->render.framegroupblend[0].start = cl.time;
1135                 e->render.framegroupblend[0].lerp = 0;
1136         }
1137
1138         // set up the render matrix
1139         if (matrix)
1140         {
1141                 // attached entity, this requires a matrix multiply (concat)
1142                 // FIXME: e->render.scale should go away
1143                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1144                 // concat the matrices to make the entity relative to its tag
1145                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1146                 // get the origin from the new matrix
1147                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1148         }
1149         else
1150         {
1151                 // unattached entities are faster to process
1152                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1153         }
1154
1155         // tenebrae's sprites are all additive mode (weird)
1156         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1157                 e->render.flags |= RENDER_ADDITIVE;
1158         // player model is only shown with chase_active on
1159         if (e->state_current.number == cl.viewentity)
1160                 e->render.flags |= RENDER_EXTERIORMODEL;
1161         // either fullbright or lit
1162         if(!r_fullbright.integer)
1163         {
1164                 if (!(e->render.effects & EF_FULLBRIGHT))
1165                         e->render.flags |= RENDER_LIGHT;
1166         }
1167         // hide player shadow during intermission or nehahra movie
1168         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1169          && (e->render.alpha >= 1)
1170          && !(e->render.flags & RENDER_VIEWMODEL)
1171          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1172                 e->render.flags |= RENDER_SHADOW;
1173         if (e->render.flags & RENDER_VIEWMODEL)
1174                 e->render.flags |= RENDER_NOSELFSHADOW;
1175         if (e->render.effects & EF_NOSELFSHADOW)
1176                 e->render.flags |= RENDER_NOSELFSHADOW;
1177         if (e->render.effects & EF_NODEPTHTEST)
1178                 e->render.flags |= RENDER_NODEPTHTEST;
1179         if (e->render.effects & EF_ADDITIVE)
1180                 e->render.flags |= RENDER_ADDITIVE;
1181         if (e->render.effects & EF_DOUBLESIDED)
1182                 e->render.flags |= RENDER_DOUBLESIDED;
1183         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1184                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1185
1186         // make the other useful stuff
1187         e->render.allowdecals = true;
1188         CL_UpdateRenderEntity(&e->render);
1189 }
1190
1191 // creates light and trails from an entity
1192 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1193 {
1194         effectnameindex_t trailtype;
1195         vec3_t origin;
1196
1197         // bmodels are treated specially since their origin is usually '0 0 0' and
1198         // their actual geometry is far from '0 0 0'
1199         if (e->render.model && e->render.model->soundfromcenter)
1200         {
1201                 vec3_t o;
1202                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1203                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1204         }
1205         else
1206                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1207
1208         // handle particle trails and such effects now that we know where this
1209         // entity is in the world...
1210         trailtype = EFFECT_NONE;
1211         // LadyHavoc: if the entity has no effects, don't check each
1212         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1213         {
1214                 if (e->render.effects & EF_BRIGHTFIELD)
1215                 {
1216                         if (IS_NEXUIZ_DERIVED(gamemode))
1217                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1218                         else
1219                                 CL_EntityParticles(e);
1220                 }
1221                 if (e->render.effects & EF_FLAME)
1222                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1223                 if (e->render.effects & EF_STARDUST)
1224                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1225         }
1226         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1227         {
1228                 // these are only set on player entities
1229                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1230         }
1231         // muzzleflash fades over time
1232         if (e->persistent.muzzleflash > 0)
1233                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1234         // LadyHavoc: if the entity has no effects, don't check each
1235         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1236         {
1237                 if (e->render.effects & EF_GIB)
1238                         trailtype = EFFECT_TR_BLOOD;
1239                 else if (e->render.effects & EF_ZOMGIB)
1240                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1241                 else if (e->render.effects & EF_TRACER)
1242                         trailtype = EFFECT_TR_WIZSPIKE;
1243                 else if (e->render.effects & EF_TRACER2)
1244                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1245                 else if (e->render.effects & EF_ROCKET)
1246                         trailtype = EFFECT_TR_ROCKET;
1247                 else if (e->render.effects & EF_GRENADE)
1248                 {
1249                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1250                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1251                 }
1252                 else if (e->render.effects & EF_TRACER3)
1253                         trailtype = EFFECT_TR_VORESPIKE;
1254         }
1255         // do trails
1256         if (e->render.flags & RENDER_GLOWTRAIL)
1257                 trailtype = EFFECT_TR_GLOWTRAIL;
1258         if (e->state_current.traileffectnum)
1259                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1260         // check if a trail is allowed (it is not after a teleport for example)
1261         if (trailtype && e->persistent.trail_allowed)
1262         {
1263                 float len;
1264                 vec3_t vel;
1265                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1266                 len = e->state_current.time - e->state_previous.time;
1267                 if (len > 0)
1268                         len = 1.0f / len;
1269                 VectorScale(vel, len, vel);
1270                 // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
1271                 CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
1272         }
1273         // now that the entity has survived one trail update it is allowed to
1274         // leave a real trail on later frames
1275         e->persistent.trail_allowed = true;
1276         VectorCopy(origin, e->persistent.trail_origin);
1277 }
1278
1279
1280 /*
1281 ===============
1282 CL_UpdateViewEntities
1283 ===============
1284 */
1285 void CL_UpdateViewEntities(void)
1286 {
1287         int i;
1288         // update any RENDER_VIEWMODEL entities to use the new view matrix
1289         for (i = 1;i < cl.num_entities;i++)
1290         {
1291                 if (cl.entities_active[i])
1292                 {
1293                         entity_t *ent = cl.entities + i;
1294                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1295                                 CL_UpdateNetworkEntity(ent, 32, true);
1296                 }
1297         }
1298         // and of course the engine viewmodel needs updating as well
1299         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1300 }
1301
1302 /*
1303 ===============
1304 CL_UpdateNetworkCollisionEntities
1305 ===============
1306 */
1307 static void CL_UpdateNetworkCollisionEntities(void)
1308 {
1309         entity_t *ent;
1310         int i;
1311
1312         // start on the entity after the world
1313         cl.num_brushmodel_entities = 0;
1314         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1315         {
1316                 if (cl.entities_active[i])
1317                 {
1318                         ent = cl.entities + i;
1319                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1320                         {
1321                                 // do not interpolate the bmodels for this
1322                                 CL_UpdateNetworkEntity(ent, 32, false);
1323                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1324                         }
1325                 }
1326         }
1327 }
1328
1329 /*
1330 ===============
1331 CL_UpdateNetworkEntities
1332 ===============
1333 */
1334 static void CL_UpdateNetworkEntities(void)
1335 {
1336         entity_t *ent;
1337         int i;
1338
1339         // start on the entity after the world
1340         for (i = 1;i < cl.num_entities;i++)
1341         {
1342                 if (cl.entities_active[i])
1343                 {
1344                         ent = cl.entities + i;
1345                         if (ent->state_current.active)
1346                         {
1347                                 CL_UpdateNetworkEntity(ent, 32, true);
1348                                 // view models should never create light/trails
1349                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1350                                         CL_UpdateNetworkEntityTrail(ent);
1351                         }
1352                         else
1353                         {
1354                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1355                                 cl.entities_active[i] = false;
1356                         }
1357                 }
1358         }
1359 }
1360
1361 static void CL_UpdateViewModel(void)
1362 {
1363         entity_t *ent;
1364         ent = &cl.viewent;
1365         ent->state_previous = ent->state_current;
1366         ent->state_current = defaultstate;
1367         ent->state_current.time = cl.time;
1368         ent->state_current.number = (unsigned short)-1;
1369         ent->state_current.active = true;
1370         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1371         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1372         ent->state_current.flags = RENDER_VIEWMODEL;
1373         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1374                 ent->state_current.modelindex = 0;
1375         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1376         {
1377                 if (gamemode == GAME_TRANSFUSION)
1378                         ent->state_current.alpha = 128;
1379                 else
1380                         ent->state_current.modelindex = 0;
1381         }
1382         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1383         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1384
1385         // reset animation interpolation on weaponmodel if model changed
1386         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1387         {
1388                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1389                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1390                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1391         }
1392         CL_UpdateNetworkEntity(ent, 32, true);
1393 }
1394
1395 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1396 static void CL_LinkNetworkEntity(entity_t *e)
1397 {
1398         effectnameindex_t trailtype;
1399         vec3_t origin;
1400         vec3_t dlightcolor;
1401         vec_t dlightradius;
1402         char vabuf[1024];
1403
1404         // skip inactive entities and world
1405         if (!e->state_current.active || e == cl.entities)
1406                 return;
1407         if (e->state_current.tagentity)
1408         {
1409                 // if the tag entity is currently impossible, skip it
1410                 if (e->state_current.tagentity >= cl.num_entities)
1411                         return;
1412                 // if the tag entity is inactive, skip it
1413                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1414                 {
1415                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1416                                 return;
1417                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1418                                 return;
1419                         // if we get here, it's properly csqc networked and attached
1420                 }
1421         }
1422
1423         // create entity dlights associated with this entity
1424         if (e->render.model && e->render.model->soundfromcenter)
1425         {
1426                 // bmodels are treated specially since their origin is usually '0 0 0'
1427                 vec3_t o;
1428                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1429                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1430         }
1431         else
1432                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1433         trailtype = EFFECT_NONE;
1434         dlightradius = 0;
1435         dlightcolor[0] = 0;
1436         dlightcolor[1] = 0;
1437         dlightcolor[2] = 0;
1438         // LadyHavoc: if the entity has no effects, don't check each
1439         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1440         {
1441                 if (e->render.effects & EF_BRIGHTFIELD)
1442                 {
1443                         if (IS_NEXUIZ_DERIVED(gamemode))
1444                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1445                 }
1446                 if (e->render.effects & EF_DIMLIGHT)
1447                 {
1448                         dlightradius = max(dlightradius, 200);
1449                         dlightcolor[0] += 1.50f;
1450                         dlightcolor[1] += 1.50f;
1451                         dlightcolor[2] += 1.50f;
1452                 }
1453                 if (e->render.effects & EF_BRIGHTLIGHT)
1454                 {
1455                         dlightradius = max(dlightradius, 400);
1456                         dlightcolor[0] += 3.00f;
1457                         dlightcolor[1] += 3.00f;
1458                         dlightcolor[2] += 3.00f;
1459                 }
1460                 // LadyHavoc: more effects
1461                 if (e->render.effects & EF_RED) // red
1462                 {
1463                         dlightradius = max(dlightradius, 200);
1464                         dlightcolor[0] += 1.50f;
1465                         dlightcolor[1] += 0.15f;
1466                         dlightcolor[2] += 0.15f;
1467                 }
1468                 if (e->render.effects & EF_BLUE) // blue
1469                 {
1470                         dlightradius = max(dlightradius, 200);
1471                         dlightcolor[0] += 0.15f;
1472                         dlightcolor[1] += 0.15f;
1473                         dlightcolor[2] += 1.50f;
1474                 }
1475                 if (e->render.effects & EF_FLAME)
1476                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1477                 if (e->render.effects & EF_STARDUST)
1478                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1479         }
1480         // muzzleflash fades over time, and is offset a bit
1481         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1482         {
1483                 vec3_t v2;
1484                 vec3_t color;
1485                 trace_t trace;
1486                 matrix4x4_t tempmatrix;
1487                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1488                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1489                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1490                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1491                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1492                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1493                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1494                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1495         }
1496         // LadyHavoc: if the model has no flags, don't check each
1497         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1498         {
1499                 if (e->render.effects & EF_GIB)
1500                         trailtype = EFFECT_TR_BLOOD;
1501                 else if (e->render.effects & EF_ZOMGIB)
1502                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1503                 else if (e->render.effects & EF_TRACER)
1504                         trailtype = EFFECT_TR_WIZSPIKE;
1505                 else if (e->render.effects & EF_TRACER2)
1506                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1507                 else if (e->render.effects & EF_ROCKET)
1508                         trailtype = EFFECT_TR_ROCKET;
1509                 else if (e->render.effects & EF_GRENADE)
1510                 {
1511                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1512                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1513                 }
1514                 else if (e->render.effects & EF_TRACER3)
1515                         trailtype = EFFECT_TR_VORESPIKE;
1516         }
1517         // LadyHavoc: customizable glow
1518         if (e->state_current.glowsize)
1519         {
1520                 // * 4 for the expansion from 0-255 to 0-1023 range,
1521                 // / 255 to scale down byte colors
1522                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1523                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1524         }
1525         // custom rtlight
1526         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1527         {
1528                 matrix4x4_t dlightmatrix;
1529                 vec4_t light;
1530                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1531                 light[3] = e->state_current.light[3];
1532                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1533                         VectorSet(light, 1, 1, 1);
1534                 if (light[3] == 0)
1535                         light[3] = 350;
1536                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1537                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1538                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1539                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1540                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1541         }
1542         // make the glow dlight
1543         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1544         {
1545                 matrix4x4_t dlightmatrix;
1546                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1547                 // hack to make glowing player light shine on their gun
1548                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1549                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1550                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1551                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1552                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1553         }
1554         // do trail light
1555         if (e->render.flags & RENDER_GLOWTRAIL)
1556                 trailtype = EFFECT_TR_GLOWTRAIL;
1557         if (e->state_current.traileffectnum)
1558                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1559         if (trailtype)
1560                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1561
1562         // don't show entities with no modelindex (note: this still shows
1563         // entities which have a modelindex that resolved to a NULL model)
1564         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1565                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1566         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1567         //      Matrix4x4_Print(&e->render.matrix);
1568 }
1569
1570 static void CL_RelinkWorld(void)
1571 {
1572         entity_t *ent = &cl.entities[0];
1573         // FIXME: this should be done at load
1574         ent->render.matrix = identitymatrix;
1575         ent->render.flags = RENDER_SHADOW;
1576         if (!r_fullbright.integer)
1577                 ent->render.flags |= RENDER_LIGHT;
1578         VectorSet(ent->render.colormod, 1, 1, 1);
1579         VectorSet(ent->render.glowmod, 1, 1, 1);
1580         ent->render.allowdecals = true;
1581         CL_UpdateRenderEntity(&ent->render);
1582         r_refdef.scene.worldentity = &ent->render;
1583         r_refdef.scene.worldmodel = cl.worldmodel;
1584
1585         // if the world is q2bsp, animate the textures
1586         if (ent->render.model && ent->render.model->brush.isq2bsp)
1587                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1588 }
1589
1590 static void CL_RelinkStaticEntities(void)
1591 {
1592         int i;
1593         entity_t *e;
1594         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1595         {
1596                 e->render.flags = 0;
1597                 // if the model was not loaded when the static entity was created we
1598                 // need to re-fetch the model pointer
1599                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1600                 // either fullbright or lit
1601                 if(!r_fullbright.integer)
1602                 {
1603                         if (!(e->render.effects & EF_FULLBRIGHT))
1604                                 e->render.flags |= RENDER_LIGHT;
1605                 }
1606                 // hide player shadow during intermission or nehahra movie
1607                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1608                         e->render.flags |= RENDER_SHADOW;
1609                 VectorSet(e->render.colormod, 1, 1, 1);
1610                 VectorSet(e->render.glowmod, 1, 1, 1);
1611                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1612                 e->render.allowdecals = true;
1613                 CL_UpdateRenderEntity(&e->render);
1614                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1615         }
1616 }
1617
1618 /*
1619 ===============
1620 CL_RelinkEntities
1621 ===============
1622 */
1623 static void CL_RelinkNetworkEntities(void)
1624 {
1625         entity_t *ent;
1626         int i;
1627
1628         // start on the entity after the world
1629         for (i = 1;i < cl.num_entities;i++)
1630         {
1631                 if (cl.entities_active[i])
1632                 {
1633                         ent = cl.entities + i;
1634                         if (ent->state_current.active)
1635                                 CL_LinkNetworkEntity(ent);
1636                         else
1637                                 cl.entities_active[i] = false;
1638                 }
1639         }
1640 }
1641
1642 static void CL_RelinkEffects(void)
1643 {
1644         int i, intframe;
1645         cl_effect_t *e;
1646         entity_render_t *entrender;
1647         float frame;
1648
1649         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1650         {
1651                 if (e->active)
1652                 {
1653                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1654                         intframe = (int)frame;
1655                         if (intframe < 0 || intframe >= e->endframe)
1656                         {
1657                                 memset(e, 0, sizeof(*e));
1658                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1659                                         cl.num_effects--;
1660                                 continue;
1661                         }
1662
1663                         if (intframe != e->frame)
1664                         {
1665                                 e->frame = intframe;
1666                                 e->frame1time = e->frame2time;
1667                                 e->frame2time = cl.time;
1668                         }
1669
1670                         // if we're drawing effects, get a new temp entity
1671                         // (NewTempEntity adds it to the render entities list for us)
1672                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1673                         {
1674                                 // interpolation stuff
1675                                 entrender->framegroupblend[0].frame = intframe;
1676                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1677                                 entrender->framegroupblend[0].start = e->frame1time;
1678                                 if (intframe + 1 >= e->endframe)
1679                                 {
1680                                         entrender->framegroupblend[1].frame = 0; // disappear
1681                                         entrender->framegroupblend[1].lerp = 0;
1682                                         entrender->framegroupblend[1].start = 0;
1683                                 }
1684                                 else
1685                                 {
1686                                         entrender->framegroupblend[1].frame = intframe + 1;
1687                                         entrender->framegroupblend[1].lerp = frame - intframe;
1688                                         entrender->framegroupblend[1].start = e->frame2time;
1689                                 }
1690
1691                                 // normal stuff
1692                                 entrender->model = CL_GetModelByIndex(e->modelindex);
1693                                 entrender->alpha = 1;
1694                                 VectorSet(entrender->colormod, 1, 1, 1);
1695                                 VectorSet(entrender->glowmod, 1, 1, 1);
1696
1697                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1698                                 CL_UpdateRenderEntity(entrender);
1699                         }
1700                 }
1701         }
1702 }
1703
1704 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1705 {
1706         VectorCopy(b->start, start);
1707         VectorCopy(b->end, end);
1708
1709         // if coming from the player, update the start position
1710         if (b->entity == cl.viewentity)
1711         {
1712                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1713                 {
1714                         // LadyHavoc: this is a stupid hack from Quake that makes your
1715                         // lightning appear to come from your waist and cover less of your
1716                         // view
1717                         // in Quake this hack was applied to all players (causing the
1718                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1719                         // only applies to your own lightning, and only in first person
1720                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1721                 }
1722                 if (cl_beams_instantaimhack.integer)
1723                 {
1724                         vec3_t dir, localend;
1725                         vec_t len;
1726                         // LadyHavoc: this updates the beam direction to match your
1727                         // viewangles
1728                         VectorSubtract(end, start, dir);
1729                         len = VectorLength(dir);
1730                         VectorNormalize(dir);
1731                         VectorSet(localend, len, 0, 0);
1732                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1733                 }
1734         }
1735 }
1736
1737 void CL_RelinkBeams(void)
1738 {
1739         int i;
1740         beam_t *b;
1741         vec3_t dist, org, start, end;
1742         float d;
1743         entity_render_t *entrender;
1744         double yaw, pitch;
1745         float forward;
1746         matrix4x4_t tempmatrix;
1747
1748         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1749         {
1750                 if (!b->model)
1751                         continue;
1752                 if (b->endtime < cl.time)
1753                 {
1754                         b->model = NULL;
1755                         continue;
1756                 }
1757
1758                 CL_Beam_CalculatePositions(b, start, end);
1759
1760                 if (b->lightning)
1761                 {
1762                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1763                         {
1764                                 // FIXME: create a matrix from the beam start/end orientation
1765                                 vec3_t dlightcolor;
1766                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1767                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1768                                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1769                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1770                         }
1771                         if (cl_beams_polygons.integer)
1772                         {
1773                                 CL_Beam_AddPolygons(b);
1774                                 continue;
1775                         }
1776                 }
1777
1778                 // calculate pitch and yaw
1779                 // (this is similar to the QuakeC builtin function vectoangles)
1780                 VectorSubtract(end, start, dist);
1781                 if (dist[1] == 0 && dist[0] == 0)
1782                 {
1783                         yaw = 0;
1784                         if (dist[2] > 0)
1785                                 pitch = 90;
1786                         else
1787                                 pitch = 270;
1788                 }
1789                 else
1790                 {
1791                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1792                         if (yaw < 0)
1793                                 yaw += 360;
1794
1795                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1796                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1797                         if (pitch < 0)
1798                                 pitch += 360;
1799                 }
1800
1801                 // add new entities for the lightning
1802                 VectorCopy (start, org);
1803                 d = VectorNormalizeLength(dist);
1804                 while (d > 0)
1805                 {
1806                         entrender = CL_NewTempEntity (0);
1807                         if (!entrender)
1808                                 return;
1809                         entrender->model = b->model;
1810                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1811                         CL_UpdateRenderEntity(entrender);
1812                         VectorMA(org, 30, dist, org);
1813                         d -= 30;
1814                 }
1815         }
1816
1817         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1818                 cl.num_beams--;
1819 }
1820
1821 static void CL_RelinkQWNails(void)
1822 {
1823         int i;
1824         vec_t *v;
1825         entity_render_t *entrender;
1826
1827         for (i = 0;i < cl.qw_num_nails;i++)
1828         {
1829                 v = cl.qw_nails[i];
1830
1831                 // if we're drawing effects, get a new temp entity
1832                 // (NewTempEntity adds it to the render entities list for us)
1833                 if (!(entrender = CL_NewTempEntity(0)))
1834                         continue;
1835
1836                 // normal stuff
1837                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1838                 entrender->alpha = 1;
1839                 VectorSet(entrender->colormod, 1, 1, 1);
1840                 VectorSet(entrender->glowmod, 1, 1, 1);
1841
1842                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1843                 CL_UpdateRenderEntity(entrender);
1844         }
1845 }
1846
1847 static void CL_LerpPlayer(float frac)
1848 {
1849         int i;
1850
1851         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1852         for (i = 0;i < 3;i++)
1853         {
1854                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1855                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1856                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1857         }
1858
1859         // interpolate the angles if playing a demo or spectating someone
1860         if (cls.demoplayback || cl.fixangle[0])
1861         {
1862                 for (i = 0;i < 3;i++)
1863                 {
1864                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1865                         if (d > 180)
1866                                 d -= 360;
1867                         else if (d < -180)
1868                                 d += 360;
1869                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1870                 }
1871         }
1872 }
1873
1874 void CSQC_RelinkAllEntities (int drawmask)
1875 {
1876         // link stuff
1877         CL_RelinkWorld();
1878         // the scene mesh is added first for easier debugging (consistent spot in render entities list)
1879         CL_MeshEntities_Scene_AddRenderEntity();
1880         CL_RelinkStaticEntities();
1881         CL_RelinkBeams();
1882         CL_RelinkEffects();
1883         CL_RelinkLightFlashes();
1884
1885         // link stuff
1886         if (drawmask & ENTMASK_ENGINE)
1887         {
1888                 CL_RelinkNetworkEntities();
1889                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1890                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1891                 CL_RelinkQWNails();
1892         }
1893
1894         // update view blend
1895         V_CalcViewBlend();
1896 }
1897
1898 /*
1899 ===============
1900 CL_UpdateWorld
1901
1902 Update client game world for a new frame
1903 ===============
1904 */
1905 void CL_UpdateWorld(void)
1906 {
1907         r_refdef.scene.extraupdate = !r_speeds.integer;
1908         r_refdef.scene.numentities = 0;
1909         r_refdef.scene.numlights = 0;
1910         r_refdef.view.matrix = identitymatrix;
1911         r_refdef.view.quality = 1;
1912                 
1913         cl.num_brushmodel_entities = 0;
1914
1915         if (cls.state == ca_connected && cls.signon == SIGNONS)
1916         {
1917                 // prepare for a new frame
1918                 CL_LerpPlayer(CL_LerpPoint());
1919                 CL_DecayLightFlashes();
1920                 CL_ClearTempEntities();
1921                 V_DriftPitch();
1922                 V_FadeViewFlashs();
1923
1924                 // if prediction is enabled we have to update all the collidable
1925                 // network entities before the prediction code can be run
1926                 CL_UpdateNetworkCollisionEntities();
1927
1928                 // now update the player prediction
1929                 CL_ClientMovement_Replay();
1930
1931                 // update the player entity (which may be predicted)
1932                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1933
1934                 // now update the view (which depends on that player entity)
1935                 V_CalcRefdef();
1936
1937                 // now update all the network entities and create particle trails
1938                 // (some entities may depend on the view)
1939                 CL_UpdateNetworkEntities();
1940
1941                 // update the engine-based viewmodel
1942                 CL_UpdateViewModel();
1943
1944                 // when csqc is loaded, it will call this in CSQC_UpdateView
1945                 if (!cl.csqc_loaded)
1946                 {
1947                         // clear the CL_Mesh_Scene() used for some engine effects
1948                         CL_MeshEntities_Scene_Clear();
1949                         // add engine entities and effects
1950                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1951                 }
1952
1953                 // decals, particles, and explosions will be updated during rneder
1954         }
1955
1956         r_refdef.scene.time = cl.time;
1957 }
1958
1959 // LadyHavoc: pausedemo command
1960 static void CL_PauseDemo_f(cmd_state_t *cmd)
1961 {
1962         cls.demopaused = !cls.demopaused;
1963         if (cls.demopaused)
1964                 Con_Print("Demo paused\n");
1965         else
1966                 Con_Print("Demo unpaused\n");
1967 }
1968
1969 /*
1970 ======================
1971 CL_Fog_f
1972 ======================
1973 */
1974 static void CL_Fog_f(cmd_state_t *cmd)
1975 {
1976         if (Cmd_Argc (cmd) == 1)
1977         {
1978                 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
1979                 return;
1980         }
1981         FOG_clear(); // so missing values get good defaults
1982         if(Cmd_Argc(cmd) > 1)
1983                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
1984         if(Cmd_Argc(cmd) > 2)
1985                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
1986         if(Cmd_Argc(cmd) > 3)
1987                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
1988         if(Cmd_Argc(cmd) > 4)
1989                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
1990         if(Cmd_Argc(cmd) > 5)
1991                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
1992         if(Cmd_Argc(cmd) > 6)
1993                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
1994         if(Cmd_Argc(cmd) > 7)
1995                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
1996         if(Cmd_Argc(cmd) > 8)
1997                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
1998         if(Cmd_Argc(cmd) > 9)
1999                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2000 }
2001
2002 /*
2003 ======================
2004 CL_FogHeightTexture_f
2005 ======================
2006 */
2007 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2008 {
2009         if (Cmd_Argc (cmd) < 11)
2010         {
2011                 Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
2012                 return;
2013         }
2014         FOG_clear(); // so missing values get good defaults
2015         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2016         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2017         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2018         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2019         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2020         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2021         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2022         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2023         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2024         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2025 }
2026
2027
2028 /*
2029 ====================
2030 CL_TimeRefresh_f
2031
2032 For program optimization
2033 ====================
2034 */
2035 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2036 {
2037         int i;
2038         double timestart, timedelta;
2039
2040         r_refdef.scene.extraupdate = false;
2041
2042         timestart = Sys_DirtyTime();
2043         for (i = 0;i < 128;i++)
2044         {
2045                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
2046                 r_refdef.view.quality = 1;
2047                 CL_UpdateScreen();
2048         }
2049         timedelta = Sys_DirtyTime() - timestart;
2050
2051         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2052 }
2053
2054 static void CL_AreaStats_f(cmd_state_t *cmd)
2055 {
2056         World_PrintAreaStats(&cl.world, "client");
2057 }
2058
2059 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2060 {
2061         int i;
2062         cl_locnode_t *loc;
2063         cl_locnode_t *best;
2064         vec3_t nearestpoint;
2065         vec_t dist, bestdist;
2066         best = NULL;
2067         bestdist = 0;
2068         for (loc = cl.locnodes;loc;loc = loc->next)
2069         {
2070                 for (i = 0;i < 3;i++)
2071                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2072                 dist = VectorDistance2(nearestpoint, point);
2073                 if (bestdist > dist || !best)
2074                 {
2075                         bestdist = dist;
2076                         best = loc;
2077                         if (bestdist < 1)
2078                                 break;
2079                 }
2080         }
2081         return best;
2082 }
2083
2084 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2085 {
2086         cl_locnode_t *loc;
2087         loc = CL_Locs_FindNearest(point);
2088         if (loc)
2089                 strlcpy(buffer, loc->name, buffersize);
2090         else
2091                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2092 }
2093
2094 static void CL_Locs_FreeNode(cl_locnode_t *node)
2095 {
2096         cl_locnode_t **pointer, **next;
2097         for (pointer = &cl.locnodes;*pointer;pointer = next)
2098         {
2099                 next = &(*pointer)->next;
2100                 if (*pointer == node)
2101                 {
2102                         *pointer = node->next;
2103                         Mem_Free(node);
2104                         return;
2105                 }
2106         }
2107         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2108 }
2109
2110 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2111 {
2112         cl_locnode_t *node, **pointer;
2113         int namelen;
2114         if (!name)
2115                 name = "";
2116         namelen = (int)strlen(name);
2117         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2118         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2119         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2120         node->name = (char *)(node + 1);
2121         memcpy(node->name, name, namelen);
2122         node->name[namelen] = 0;
2123         // link it into the tail of the list to preserve the order
2124         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2125                 ;
2126         *pointer = node;
2127 }
2128
2129 static void CL_Locs_Add_f(cmd_state_t *cmd)
2130 {
2131         vec3_t mins, maxs;
2132         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2133         {
2134                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2135                 return;
2136         }
2137         mins[0] = atof(Cmd_Argv(cmd, 1));
2138         mins[1] = atof(Cmd_Argv(cmd, 2));
2139         mins[2] = atof(Cmd_Argv(cmd, 3));
2140         if (Cmd_Argc(cmd) == 8)
2141         {
2142                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2143                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2144                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2145                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2146         }
2147         else
2148                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2149 }
2150
2151 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2152 {
2153         cl_locnode_t *loc;
2154         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2155         if (loc)
2156                 CL_Locs_FreeNode(loc);
2157         else
2158                 Con_Printf("no loc point or box found for your location\n");
2159 }
2160
2161 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2162 {
2163         while (cl.locnodes)
2164                 CL_Locs_FreeNode(cl.locnodes);
2165 }
2166
2167 static void CL_Locs_Save_f(cmd_state_t *cmd)
2168 {
2169         cl_locnode_t *loc;
2170         qfile_t *outfile;
2171         char locfilename[MAX_QPATH];
2172         if (!cl.locnodes)
2173         {
2174                 Con_Printf("No loc points/boxes exist!\n");
2175                 return;
2176         }
2177         if (cls.state != ca_connected || !cl.worldmodel)
2178         {
2179                 Con_Printf("No level loaded!\n");
2180                 return;
2181         }
2182         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2183
2184         outfile = FS_OpenRealFile(locfilename, "w", false);
2185         if (!outfile)
2186                 return;
2187         // if any boxes are used then this is a proquake-format loc file, which
2188         // allows comments, so add some relevant information at the start
2189         for (loc = cl.locnodes;loc;loc = loc->next)
2190                 if (!VectorCompare(loc->mins, loc->maxs))
2191                         break;
2192         if (loc)
2193         {
2194                 FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
2195                 for (loc = cl.locnodes;loc;loc = loc->next)
2196                         if (VectorCompare(loc->mins, loc->maxs))
2197                                 break;
2198                 if (loc)
2199                         Con_Warnf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2200         }
2201         for (loc = cl.locnodes;loc;loc = loc->next)
2202         {
2203                 if (VectorCompare(loc->mins, loc->maxs))
2204                 {
2205                         int len;
2206                         const char *s;
2207                         const char *in = loc->name;
2208                         char name[MAX_INPUTLINE];
2209                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2210                         {
2211                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2212                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2213                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2214                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2215                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2216                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2217                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2218                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2219                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2220                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2221                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2222                                 else s = NULL;
2223                                 if (s)
2224                                 {
2225                                         while (len < (int)sizeof(name) - 1 && *s)
2226                                                 name[len++] = *s++;
2227                                         continue;
2228                                 }
2229                                 name[len++] = *in++;
2230                         }
2231                         name[len] = 0;
2232                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2233                 }
2234                 else
2235                         FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
2236         }
2237         FS_Close(outfile);
2238 }
2239
2240 void CL_Locs_Reload_f(cmd_state_t *cmd)
2241 {
2242         int i, linenumber, limit, len;
2243         const char *s;
2244         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2245         fs_offset_t filesize;
2246         vec3_t mins, maxs;
2247         char locfilename[MAX_QPATH];
2248         char name[MAX_INPUTLINE];
2249
2250         if (cls.state != ca_connected || !cl.worldmodel)
2251         {
2252                 Con_Printf("No level loaded!\n");
2253                 return;
2254         }
2255
2256         CL_Locs_Clear_f(cmd);
2257
2258         // try maps/something.loc first (LadyHavoc: where I think they should be)
2259         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2260         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2261         if (!filedata)
2262         {
2263                 // try proquake name as well (LadyHavoc: I hate path mangling)
2264                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2265                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2266                 if (!filedata)
2267                         return;
2268         }
2269         text = filedata;
2270         textend = filedata + filesize;
2271         for (linenumber = 1;text < textend;linenumber++)
2272         {
2273                 linestart = text;
2274                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2275                         ;
2276                 lineend = text;
2277                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2278                         text++;
2279                 if (text < textend)
2280                         text++;
2281                 // trim trailing whitespace
2282                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2283                         lineend--;
2284                 // trim leading whitespace
2285                 while (linestart < lineend && ISWHITESPACE(*linestart))
2286                         linestart++;
2287                 // check if this is a comment
2288                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2289                         continue;
2290                 linetext = linestart;
2291                 limit = 3;
2292                 for (i = 0;i < limit;i++)
2293                 {
2294                         if (linetext >= lineend)
2295                                 break;
2296                         // note: a missing number is interpreted as 0
2297                         if (i < 3)
2298                                 mins[i] = atof(linetext);
2299                         else
2300                                 maxs[i - 3] = atof(linetext);
2301                         // now advance past the number
2302                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2303                                 linetext++;
2304                         // advance through whitespace
2305                         if (linetext < lineend)
2306                         {
2307                                 if (*linetext == ',')
2308                                 {
2309                                         linetext++;
2310                                         limit = 6;
2311                                         // note: comma can be followed by whitespace
2312                                 }
2313                                 if (ISWHITESPACE(*linetext))
2314                                 {
2315                                         // skip whitespace
2316                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2317                                                 linetext++;
2318                                 }
2319                         }
2320                 }
2321                 // if this is a quoted name, remove the quotes
2322                 if (i == 6)
2323                 {
2324                         if (linetext >= lineend || *linetext != '"')
2325                                 continue; // proquake location names are always quoted
2326                         lineend--;
2327                         linetext++;
2328                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2329                         memcpy(name, linetext, len);
2330                         name[len] = 0;
2331                         // add the box to the list
2332                         CL_Locs_AddNode(mins, maxs, name);
2333                 }
2334                 // if a point was parsed, it needs to be scaled down by 8 (since
2335                 // point-based loc files were invented by a proxy which dealt
2336                 // directly with quake protocol coordinates, which are *8), turn
2337                 // it into a box
2338                 else if (i == 3)
2339                 {
2340                         // interpret silly fuhquake macros
2341                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2342                         {
2343                                 if (*linetext == '$')
2344                                 {
2345                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2346                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2347                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2348                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2349                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2350                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2351                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2352                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2353                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2354                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2355                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2356                                         else s = NULL;
2357                                         if (s)
2358                                         {
2359                                                 while (len < (int)sizeof(name) - 1 && *s)
2360                                                         name[len++] = *s++;
2361                                                 continue;
2362                                         }
2363                                 }
2364                                 name[len++] = *linetext++;
2365                         }
2366                         name[len] = 0;
2367                         // add the point to the list
2368                         VectorScale(mins, (1.0 / 8.0), mins);
2369                         CL_Locs_AddNode(mins, mins, name);
2370                 }
2371                 else
2372                         continue;
2373         }
2374 }
2375
2376 entity_t cl_meshentities[NUM_MESHENTITIES];
2377 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2378 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2379 {
2380         "MESH_SCENE",
2381         "MESH_UI",
2382 };
2383
2384 static void CL_MeshEntities_Restart(void)
2385 {
2386         int i;
2387         entity_t *ent;
2388         for (i = 0; i < NUM_MESHENTITIES; i++)
2389         {
2390                 ent = cl_meshentities + i;
2391                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2392         }
2393 }
2394
2395 static void CL_MeshEntities_Init(void)
2396 {
2397         int i;
2398         entity_t *ent;
2399         for (i = 0; i < NUM_MESHENTITIES; i++)
2400         {
2401                 ent = cl_meshentities + i;
2402                 ent->state_current.active = true;
2403                 ent->render.model = cl_meshentitymodels + i;
2404                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
2405                 ent->render.alpha = 1;
2406                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2407                 ent->render.framegroupblend[0].lerp = 1;
2408                 ent->render.frameblend[0].lerp = 1;
2409                 VectorSet(ent->render.colormod, 1, 1, 1);
2410                 VectorSet(ent->render.glowmod, 1, 1, 1);
2411                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2412                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2413                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2414                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2415                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2416                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2417                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2418                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2419                 VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1);
2420                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2421                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2422                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2423                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2424                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2425
2426                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2427                 CL_UpdateRenderEntity(&ent->render);
2428         }
2429         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2430         R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2431 }
2432
2433 void CL_MeshEntities_Scene_Clear(void)
2434 {
2435         Mod_Mesh_Reset(CL_Mesh_Scene());
2436 }
2437
2438 void CL_MeshEntities_Scene_AddRenderEntity(void)
2439 {
2440         entity_t* ent = &cl_meshentities[MESH_SCENE];
2441         r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2442 }
2443
2444 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2445 {
2446         entity_t *ent = &cl_meshentities[MESH_SCENE];
2447         Mod_Mesh_Finalize(ent->render.model);
2448         VectorCopy(ent->render.model->normalmins, ent->render.mins);
2449         VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2450 }
2451
2452 static void CL_MeshEntities_Shutdown(void)
2453 {
2454 }
2455
2456 extern cvar_t r_overheadsprites_pushback;
2457 extern cvar_t r_fullbright_directed_pitch_relative;
2458 extern cvar_t r_fullbright_directed_pitch;
2459 extern cvar_t r_fullbright_directed_ambient;
2460 extern cvar_t r_fullbright_directed_diffuse;
2461 extern cvar_t r_fullbright_directed;
2462 extern cvar_t r_hdr_glowintensity;
2463
2464 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2465 {
2466         vec3_t angles;
2467
2468         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2469         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2470
2471         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2472         // same for all stereo views, and to better handle pitches outside
2473         // [-90, 90] (in_pitch_* cvars allow that).
2474         VectorCopy(cl.viewangles, angles);
2475         if (r_fullbright_directed_pitch_relative.integer) {
2476                 angles[PITCH] += r_fullbright_directed_pitch.value;
2477         }
2478         else {
2479                 angles[PITCH] = r_fullbright_directed_pitch.value;
2480         }
2481         AngleVectors(angles, worldspacenormal, NULL, NULL);
2482         VectorNegate(worldspacenormal, worldspacenormal);
2483 }
2484
2485 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2486 {
2487         float shadingorigin[3], a[3], c[3], dir[3];
2488         int q;
2489
2490         for (q = 0; q < 3; q++)
2491                 a[q] = c[q] = dir[q] = 0;
2492
2493         ent->render_lightgrid = false;
2494         ent->render_modellight_forced = false;
2495         ent->render_rtlight_disabled = false;
2496
2497         // pick an appropriate value for render_modellight_origin - if this is an
2498         // attachment we want to use the parent's render_modellight_origin so that
2499         // shading is the same (also important for r_shadows to cast shadows in the
2500         // same direction)
2501         if (VectorLength2(ent->custommodellight_origin))
2502         {
2503                 // CSQC entities always provide this (via CL_GetTagMatrix)
2504                 for (q = 0; q < 3; q++)
2505                         shadingorigin[q] = ent->custommodellight_origin[q];
2506         }
2507         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2508         {
2509                 // network entity - follow attachment chain back to a root entity,
2510                 int entnum = ent->entitynumber, recursion;
2511                 for (recursion = 32; recursion > 0; --recursion)
2512                 {
2513                         int parentnum = cl.entities[entnum].state_current.tagentity;
2514                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2515                                 break;
2516                         entnum = parentnum;
2517                 }
2518                 // grab the root entity's origin
2519                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2520         }
2521         else
2522         {
2523                 // not a CSQC entity (which sets custommodellight_origin), not a network
2524                 // entity - so it's probably not attached to anything
2525                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2526         }
2527
2528         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2529         {
2530                 // intentionally EF_FULLBRIGHT entity
2531                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2532                 // CSQC can still provide its own customized modellight values
2533                 ent->render_rtlight_disabled = true;
2534                 ent->render_modellight_forced = true;
2535                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2536                 {
2537                         // custom colors provided by CSQC
2538                         for (q = 0; q < 3; q++)
2539                         {
2540                                 a[q] = ent->custommodellight_ambient[q];
2541                                 c[q] = ent->custommodellight_diffuse[q];
2542                                 dir[q] = ent->custommodellight_lightdir[q];
2543                         }
2544                 }
2545                 else if (r_fullbright_directed.integer)
2546                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2547                 else
2548                         for (q = 0; q < 3; q++)
2549                                 a[q] = 1;
2550         }
2551         else
2552         {
2553                 // fetch the lighting from the worldmodel data
2554
2555                 // CSQC can provide its own customized modellight values
2556                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2557                 {
2558                         ent->render_modellight_forced = true;
2559                         for (q = 0; q < 3; q++)
2560                         {
2561                                 a[q] = ent->custommodellight_ambient[q];
2562                                 c[q] = ent->custommodellight_diffuse[q];
2563                                 dir[q] = ent->custommodellight_lightdir[q];
2564                         }
2565                 }
2566                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2567                 {
2568                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2569                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2570                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2571                         ent->render_modellight_forced = true;
2572                         ent->render_rtlight_disabled = true;
2573                 }
2574                 else if (((ent->model && !ent->model->lit) || (ent->model == r_refdef.scene.worldmodel ? mod_q3bsp_lightgrid_world_surfaces.integer : mod_q3bsp_lightgrid_bsp_surfaces.integer))
2575                         && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2576                 {
2577                         ent->render_lightgrid = true;
2578                         // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2579                 }
2580                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2581                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2582                 else if (r_fullbright_directed.integer)
2583                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2584                 else
2585                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2586         }
2587
2588         for (q = 0; q < 3; q++)
2589         {
2590                 ent->render_fullbright[q] = ent->colormod[q];
2591                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2592                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2593                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2594                 ent->render_modellight_specular[q] = c[q];
2595                 ent->render_modellight_lightdir[q] = dir[q];
2596                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2597                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2598                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2599                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2600                 ent->render_rtlight_specular[q] = 1;
2601         }
2602
2603         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2604         if (ent->render_modellight_forced)
2605                 for (q = 0; q < 3; q++)
2606                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2607         if (ent->render_rtlight_disabled)
2608                 for (q = 0; q < 3; q++)
2609                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2610
2611         if (VectorLength2(ent->render_modellight_lightdir) == 0)
2612                 VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2613         VectorNormalize(ent->render_modellight_lightdir);
2614 }
2615
2616
2617 void CL_UpdateEntityShading(void)
2618 {
2619         int i;
2620         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2621         for (i = 0; i < r_refdef.scene.numentities; i++)
2622                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2623 }
2624
2625 /*
2626 ===========
2627 CL_Shutdown
2628 ===========
2629 */
2630 void CL_Shutdown (void)
2631 {
2632         CL_Screen_Shutdown();
2633         CL_Particles_Shutdown();
2634         CL_Parse_Shutdown();
2635         CL_MeshEntities_Shutdown();
2636
2637         Mem_FreePool (&cls.permanentmempool);
2638         Mem_FreePool (&cls.levelmempool);
2639 }
2640
2641 /*
2642 =================
2643 CL_Init
2644 =================
2645 */
2646 void CL_Init (void)
2647 {
2648         if (cls.state == ca_dedicated)
2649         {
2650                 Cmd_AddCommand(&cmd_server, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2651         }
2652         else
2653         {
2654                 Con_DPrintf("Initializing client\n");
2655
2656                 R_Modules_Init();
2657                 Palette_Init();
2658 #ifdef CONFIG_MENU
2659                 MR_Init_Commands();
2660 #endif
2661                 VID_Shared_Init();
2662                 VID_Init();
2663                 Render_Init();
2664                 S_Init();
2665                 CDAudio_Init();
2666                 Key_Init();
2667         }
2668
2669         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2670         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2671
2672         memset(&r_refdef, 0, sizeof(r_refdef));
2673         // max entities sent to renderer per frame
2674         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2675         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2676
2677         // max temp entities
2678         r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2679         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2680
2681         CL_InitInput ();
2682
2683 //
2684 // register our commands
2685 //
2686         Cvar_RegisterVariable (&cl_upspeed);
2687         Cvar_RegisterVariable (&cl_forwardspeed);
2688         Cvar_RegisterVariable (&cl_backspeed);
2689         Cvar_RegisterVariable (&cl_sidespeed);
2690         Cvar_RegisterVariable (&cl_movespeedkey);
2691         Cvar_RegisterVariable (&cl_yawspeed);
2692         Cvar_RegisterVariable (&cl_pitchspeed);
2693         Cvar_RegisterVariable (&cl_anglespeedkey);
2694         Cvar_RegisterVariable (&cl_shownet);
2695         Cvar_RegisterVariable (&cl_nolerp);
2696         Cvar_RegisterVariable (&cl_lerpexcess);
2697         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2698         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2699         Cvar_RegisterVariable (&cl_deathfade);
2700         Cvar_RegisterVariable (&lookspring);
2701         Cvar_RegisterVariable (&lookstrafe);
2702         Cvar_RegisterVariable (&sensitivity);
2703         Cvar_RegisterVariable (&freelook);
2704
2705         Cvar_RegisterVariable (&m_pitch);
2706         Cvar_RegisterVariable (&m_yaw);
2707         Cvar_RegisterVariable (&m_forward);
2708         Cvar_RegisterVariable (&m_side);
2709
2710         Cvar_RegisterVariable (&cl_itembobspeed);
2711         Cvar_RegisterVariable (&cl_itembobheight);
2712
2713         Cmd_AddCommand(&cmd_client, "entities", CL_PrintEntities_f, "print information on network entities known to client");
2714         Cmd_AddCommand(&cmd_client, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2715         Cmd_AddCommand(&cmd_client, "record", CL_Record_f, "record a demo");
2716         Cmd_AddCommand(&cmd_client, "stop", CL_Stop_f, "stop recording or playing a demo");
2717         Cmd_AddCommand(&cmd_client, "playdemo", CL_PlayDemo_f, "watch a demo file");
2718         Cmd_AddCommand(&cmd_client, "timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2719
2720         // Support Client-side Model Index List
2721         Cmd_AddCommand(&cmd_client, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2722         // Support Client-side Sound Index List
2723         Cmd_AddCommand(&cmd_client, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2724
2725         Cvar_RegisterVariable (&cl_autodemo);
2726         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2727         Cvar_RegisterVariable (&cl_autodemo_delete);
2728
2729         Cmd_AddCommand(&cmd_client, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2730         Cmd_AddCommand(&cmd_client, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2731
2732         // LadyHavoc: added pausedemo
2733         Cmd_AddCommand(&cmd_client, "pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
2734
2735         Cmd_AddCommand(&cmd_client, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2736
2737         Cvar_RegisterVariable(&r_draweffects);
2738         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2739         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2740         Cvar_RegisterVariable(&cl_explosions_size_start);
2741         Cvar_RegisterVariable(&cl_explosions_size_end);
2742         Cvar_RegisterVariable(&cl_explosions_lifetime);
2743         Cvar_RegisterVariable(&cl_stainmaps);
2744         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2745         Cvar_RegisterVariable(&cl_beams_polygons);
2746         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2747         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2748         Cvar_RegisterVariable(&cl_beams_lightatend);
2749         Cvar_RegisterVariable(&cl_noplayershadow);
2750         Cvar_RegisterVariable(&cl_dlights_decayradius);
2751         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2752
2753         Cvar_RegisterVariable(&cl_prydoncursor);
2754         Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2755
2756         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2757
2758         // for QW connections
2759         Cvar_RegisterVariable(&qport);
2760         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2761
2762         Cmd_AddCommand(&cmd_client, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2763
2764         Cvar_RegisterVariable(&cl_locs_enable);
2765         Cvar_RegisterVariable(&cl_locs_show);
2766         Cmd_AddCommand(&cmd_client, "locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
2767         Cmd_AddCommand(&cmd_client, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2768         Cmd_AddCommand(&cmd_client, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2769         Cmd_AddCommand(&cmd_client, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2770         Cmd_AddCommand(&cmd_client, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2771
2772         Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
2773
2774         CL_Parse_Init();
2775         CL_Particles_Init();
2776         CL_Screen_Init();
2777         CL_MeshEntities_Init();
2778
2779         CL_Video_Init();
2780         Host_StartVideo();
2781 }